Mercurial > hg > early-roguelike
comparison xrogue/fight.c @ 133:e6179860cb76
Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Tue, 21 Apr 2015 08:55:20 -0400 |
parents | |
children | 856017d63519 |
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124:d10fc4a065ac | 133:e6179860cb76 |
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1 /* | |
2 fight.c - All the fighting gets done here | |
3 | |
4 XRogue: Expeditions into the Dungeons of Doom | |
5 Copyright (C) 1991 Robert Pietkivitch | |
6 All rights reserved. | |
7 | |
8 Based on "Advanced Rogue" | |
9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T | |
10 All rights reserved. | |
11 | |
12 Based on "Rogue: Exploring the Dungeons of Doom" | |
13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
14 All rights reserved. | |
15 | |
16 See the file LICENSE.TXT for full copyright and licensing information. | |
17 */ | |
18 | |
19 #include <curses.h> | |
20 #include <ctype.h> | |
21 #include <string.h> | |
22 #include "rogue.h" | |
23 | |
24 #define CONF_DAMAGE -1 | |
25 #define PARAL_DAMAGE -2 | |
26 #define DEST_DAMAGE -3 | |
27 #define DRAIN_DAMAGE -4 | |
28 | |
29 int killed_chance = 0; /* cumulative chance for goodies to loose it */ | |
30 | |
31 /* | |
32 * returns true if player has a any chance to hit the monster | |
33 */ | |
34 | |
35 player_can_hit(tp, weap) | |
36 register struct thing *tp; | |
37 register struct object *weap; | |
38 { | |
39 if (off(*tp, CMAGICHIT) && off(*tp, BMAGICHIT) && off(*tp, MAGICHIT)) | |
40 return(TRUE); | |
41 if (weap && weap->o_type == RELIC) | |
42 return(TRUE); | |
43 if (on(*tp, CMAGICHIT) && weap && (weap->o_hplus>2 || weap->o_dplus>2)) | |
44 return(TRUE); | |
45 if (on(*tp, BMAGICHIT) && weap && (weap->o_hplus>1 || weap->o_dplus>1)) | |
46 return(TRUE); | |
47 if (on(*tp, MAGICHIT) && weap && (weap->o_hplus>0 || weap->o_dplus>0)) | |
48 return(TRUE); | |
49 if (player.t_ctype == C_MONK) { | |
50 if (on(*tp, CMAGICHIT) && pstats.s_lvl > 15) | |
51 return(TRUE); | |
52 if (on(*tp, BMAGICHIT) && pstats.s_lvl > 10) | |
53 return(TRUE); | |
54 if (on(*tp, MAGICHIT) && pstats.s_lvl > 5) | |
55 return(TRUE); | |
56 } | |
57 return(FALSE); | |
58 } | |
59 | |
60 /* | |
61 * fight: | |
62 * The player attacks the monster. | |
63 */ | |
64 | |
65 fight(mp, weap, thrown) | |
66 register coord *mp; | |
67 struct object *weap; | |
68 bool thrown; | |
69 { | |
70 register struct thing *tp; | |
71 register struct linked_list *item; | |
72 register bool did_hit = TRUE; | |
73 bool see_def, back_stab = FALSE; | |
74 register char *mname; | |
75 | |
76 /* | |
77 * Find the monster we want to fight | |
78 */ | |
79 if ((item = find_mons(mp->y, mp->x)) == NULL) { | |
80 return(FALSE); /* must have killed him already */ | |
81 } | |
82 tp = THINGPTR(item); | |
83 | |
84 /* | |
85 * Since we are fighting, things are not quiet so no healing takes | |
86 * place. The -1 also tells us that we are in a fight. | |
87 */ | |
88 player.t_quiet = -1; | |
89 tp->t_quiet = -1; | |
90 | |
91 see_def = ((off(*tp, ISINVIS) || on(player, CANSEE)) && | |
92 (off(*tp, ISSHADOW) || on(player, CANSEE)) && | |
93 (!thrown || cansee(unc(tp->t_pos)))); | |
94 | |
95 mname = see_def ? monster_name(tp) : "something"; | |
96 | |
97 /* | |
98 * if its in the wall, we can't hit it | |
99 */ | |
100 if (on(*tp, ISINWALL) && off(player, CANINWALL)) | |
101 return(FALSE); | |
102 | |
103 if (on(*tp, ISSTONE)) { | |
104 killed(item, FALSE, FALSE, FALSE); | |
105 if (see_def) | |
106 msg("%s shatters into a million pieces!", prname(mname, TRUE)); | |
107 count = 0; | |
108 return (TRUE); | |
109 } | |
110 /* | |
111 * Let him know it was really a mimic (if it was one). | |
112 */ | |
113 if (on(*tp, ISDISGUISE) && (tp->t_type != tp->t_disguise) && | |
114 off(player, ISBLIND)) | |
115 { | |
116 if (see_def) { | |
117 msg("Wait! That's a %s!", mname); | |
118 turn_off(*tp, ISDISGUISE); | |
119 } | |
120 did_hit = thrown; | |
121 } | |
122 if (on(*tp, CANSURPRISE) && off(player, ISBLIND) && !ISWEARING(R_ALERT)) { | |
123 if (see_def) { | |
124 msg("Wait! There's a %s!", mname); | |
125 turn_off(*tp, CANSURPRISE); | |
126 } | |
127 did_hit = thrown; | |
128 } | |
129 | |
130 /* | |
131 * if he's a thief or assassin and the creature is asleep then he gets | |
132 * a chance for a backstab | |
133 */ | |
134 if ((player.t_ctype == C_THIEF || player.t_ctype == C_ASSASSIN) && | |
135 !thrown && | |
136 !on(*tp, NOSTAB) && | |
137 !invisible(tp) && | |
138 (!on(*tp, ISRUN) || on(*tp, ISHELD) || tp->t_action == A_FREEZE)) | |
139 back_stab = TRUE; | |
140 | |
141 /* | |
142 * assassins get an assassination chance, if it fails then its normal | |
143 * damage | |
144 */ | |
145 if (back_stab && player.t_ctype == C_ASSASSIN) { | |
146 int chance; | |
147 | |
148 chance = 50 + (pstats.s_lvl - tp->t_stats.s_lvl) * 5; | |
149 if (cur_weapon && (cur_weapon->o_flags & ISPOISON)) | |
150 chance += 20; | |
151 if (roll(1,100) > chance || on(*tp, ISUNIQUE)) | |
152 back_stab = FALSE; | |
153 } | |
154 | |
155 runto(tp, &hero); | |
156 | |
157 /* Let the monster know that the player has missiles! */ | |
158 if (thrown) tp->t_wasshot = TRUE; | |
159 | |
160 if (did_hit) | |
161 { | |
162 | |
163 did_hit = FALSE; | |
164 if (!can_blink(tp) && | |
165 player_can_hit(tp, weap) && | |
166 roll_em(&player, tp, weap, thrown, cur_weapon, back_stab)) | |
167 { | |
168 did_hit = TRUE; | |
169 | |
170 if (on(*tp, NOMETAL) && weap != NULL && | |
171 weap->o_type != RELIC && weap->o_flags & ISMETAL) { | |
172 msg("Your %s passes right through %s!", | |
173 weaps[weap->o_which].w_name, prname(mname, FALSE)); | |
174 } | |
175 else if (weap != NULL && weap->o_type == MISSILE && on(*tp, CARRYBAMULET)) { | |
176 msg("The magic missile has no effect on %s. ", | |
177 prname(mname, FALSE)); | |
178 } | |
179 else { | |
180 hit(thrown ? (struct object *)NULL : weap, | |
181 TRUE, see_def, | |
182 thrown ? weap_name(weap) : NULL, | |
183 mname, back_stab, thrown, terse); | |
184 | |
185 /* See if there are any special effects */ | |
186 if (effect(&player, tp, weap, thrown, TRUE, see_def) != 0) | |
187 killed(item, FALSE, FALSE, TRUE); | |
188 | |
189 /* | |
190 * Merchants just disappear if hit | |
191 */ | |
192 else if (on(*tp, CANSELL)) { | |
193 if (see_def) | |
194 msg("%s disappears with his wares in a flash! ", | |
195 prname(mname, FALSE)); | |
196 killed(item, FALSE, FALSE, FALSE); | |
197 } | |
198 | |
199 else if (tp->t_stats.s_hpt <= 0) | |
200 killed(item, TRUE, TRUE, TRUE); | |
201 | |
202 else { | |
203 /* If the victim was charmed, it now gets a saving throw! */ | |
204 if (on(*tp, ISCHARMED) && save(VS_MAGIC, tp, 0)) { | |
205 msg("The eyes of %s turn clear.", prname(mname, FALSE)); | |
206 turn_off(*tp, ISCHARMED); | |
207 } | |
208 | |
209 dsrpt_monster(tp, FALSE, see_def); /* Disrupt a spell? */ | |
210 } | |
211 } | |
212 } | |
213 else { | |
214 miss(thrown ? (struct object *)NULL : weap, | |
215 TRUE, see_def, | |
216 thrown ? weap_name(weap) : (char *)NULL, | |
217 mname, thrown, terse); | |
218 } | |
219 } | |
220 count = 0; | |
221 return did_hit; | |
222 } | |
223 | |
224 /* | |
225 * attack: | |
226 * The monster attacks the player | |
227 */ | |
228 | |
229 attack(mp, weapon, thrown) | |
230 register struct thing *mp; | |
231 register struct object *weapon; | |
232 bool thrown; | |
233 { | |
234 register char *mname; | |
235 register bool see_att, did_hit = FALSE; | |
236 register struct object *wielded; /* The wielded weapon */ | |
237 struct linked_list *get_wield; /* Linked list header for wielded */ | |
238 | |
239 /* | |
240 * Since this is an attack, stop running and any healing that was | |
241 * going on at the time. The -1 also tells us that we're fighting. | |
242 */ | |
243 running = FALSE; | |
244 player.t_quiet = -1; | |
245 mp->t_quiet = -1; | |
246 | |
247 if (on(*mp, ISDISGUISE) && off(player, ISBLIND)) | |
248 turn_off(*mp, ISDISGUISE); | |
249 | |
250 see_att = ((off(*mp, ISINVIS) || on(player, CANSEE)) && | |
251 (off(*mp, ISSHADOW) || on(player, CANSEE)) && | |
252 (!thrown || cansee(unc(mp->t_pos)))); | |
253 | |
254 mname = see_att ? monster_name(mp) : "something"; | |
255 | |
256 /* | |
257 * Try to find a weapon to wield. Wield_weap will return a | |
258 * projector if weapon is a projectile (eg. bow for arrow). | |
259 * If weapon is NULL, it will try to find a suitable weapon. | |
260 */ | |
261 get_wield = wield_weap(weapon, mp); | |
262 if (get_wield) wielded = OBJPTR(get_wield); | |
263 else wielded = NULL; | |
264 | |
265 /* If we aren't wielding a weapon, wield what we found (could be NULL) */ | |
266 if (weapon == NULL) weapon = wielded; | |
267 | |
268 if (roll_em(mp, &player, weapon, thrown, wielded, FALSE)) { | |
269 int death_type; /* From one of the effects of getting hit */ | |
270 | |
271 did_hit = TRUE; | |
272 | |
273 if (weapon != NULL && weapon->o_type == MISSILE && cur_relic[STONEBONES_AMULET]) { | |
274 hit(weapon, see_att, TRUE, mname, (char *)NULL, FALSE, thrown, terse); | |
275 msg("Your amulet absorbs the magic missile. "); | |
276 } | |
277 else { | |
278 hit(weapon, see_att, TRUE, mname, (char *)NULL, FALSE, thrown, terse); | |
279 dsrpt_player(); /* see if we disrupted some activity */ | |
280 if (pstats.s_hpt <= 0) | |
281 death(mp->t_index); /* Bye bye life ... */ | |
282 death_type = effect(mp, &player, weapon, thrown, see_att, TRUE); | |
283 if (death_type != 0) { | |
284 pstats.s_hpt = -1; | |
285 death(death_type); | |
286 } | |
287 } | |
288 | |
289 } | |
290 else { | |
291 /* If the thing was trying to surprise, no good */ | |
292 if (on(*mp, CANSURPRISE)) turn_off(*mp, CANSURPRISE); | |
293 | |
294 /* If it couldn't surprise, let's tell the player. */ | |
295 else miss(weapon, see_att, TRUE, mname, (char *)NULL, thrown, terse); | |
296 } | |
297 if (fight_flush) flushinp(); | |
298 count = 0; | |
299 status(FALSE); | |
300 return(did_hit); | |
301 } | |
302 | |
303 /* | |
304 * swing: | |
305 * returns true if the swing hits | |
306 */ | |
307 | |
308 swing(class, at_lvl, op_arm, wplus) | |
309 short class; | |
310 int at_lvl, op_arm, wplus; | |
311 { | |
312 register int res = rnd(20)+1; | |
313 register int need; | |
314 | |
315 need = char_class[class].base - | |
316 char_class[class].factor * | |
317 ((min(at_lvl, char_class[class].max_lvl) - | |
318 char_class[class].offset)/char_class[class].range) + | |
319 (10 - op_arm); | |
320 if (need > 20 && need <= 25) need = 20; | |
321 | |
322 return (res+wplus >= need); | |
323 } | |
324 | |
325 /* | |
326 * roll_em: | |
327 * Roll several attacks | |
328 */ | |
329 | |
330 roll_em(att_er, def_er, weap, hurl, cur_weapon, back_stab) | |
331 struct thing *att_er, *def_er; | |
332 struct object *weap; | |
333 bool hurl; | |
334 struct object *cur_weapon; | |
335 bool back_stab; | |
336 { | |
337 register struct stats *att, *def; | |
338 register char *cp = NULL; | |
339 register int ndice, nsides, nplus, def_arm; | |
340 char dmgbuf[20]; | |
341 bool did_hit = FALSE; | |
342 int prop_hplus, prop_dplus; | |
343 int vampiric_damage; | |
344 | |
345 /* Get statistics */ | |
346 att = &att_er->t_stats; | |
347 def = &def_er->t_stats; | |
348 | |
349 prop_hplus = prop_dplus = 0; | |
350 if (weap == NULL) { | |
351 /* | |
352 * monks damage grows with level | |
353 */ | |
354 if (att == &pstats && player.t_ctype == C_MONK) { | |
355 sprintf(dmgbuf, "%dd4", att->s_lvl/3+2); | |
356 cp = dmgbuf; | |
357 } | |
358 else | |
359 cp = att->s_dmg; | |
360 } | |
361 else if (weap->o_type == RELIC) { | |
362 switch (weap->o_which) { | |
363 case MUSTY_DAGGER: | |